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    posted a message on TIMESTREAM TRACKING (Year Creation Competition #1) - Phase I [Discussion Topic]
    Quote from Wishmaster333 >>


    Quote from Sillyraptor >>

    So i am introducing...

    (All feedback would be awesome, i'm still working through this and a LOT of stuff is WIP and subject to change)

    Hall of Fame

    Currently i'm between a few cards to move into hall of fame, some of them may be controversial, but I believe for the most part i can explain them well. First off, Pyroblast and Mind Control. I love them I really do, but I believe that with all the issues they caused regarding Spiteful Summoner and future cards I intend on making (one of my expansions is planning on being card pull from deck dependent) I feel like they're very limiting and quite powerful. Not to mention, both classes have ways of casting these at extremely discounted ways with both Sorcerer's Apprentice and Radiant Elemental in each class and having access to Primordial Glyph and Shadow Visions its extremely easy to get multiple. My case is mostly for Pyroblast to move on as I believe its time that mage had some more creative finishing methods other than a big 10 damage spell.

    Next is Shadowstep. Don't get me wrong, I love miracle rogue with all my heart; it's the first deck I made and I climbed with it as far as it could take me, however, I believe that without it Miracle Rogue isn't in that bad of a spot, and I just think that with it still in standard it makes it hard to print powerful minions for Rogue. Besides, with the introduction of Echo I believe it can lead to some pretty nifty design and make the rogue class more than just Miracle.

    Another slightly controversial card, Murloc Warleader and or Murloc Tidecaller. Again cards I adore but time and time again we see Murloc decks come in each expansion, however, with the amount of cool murlocs/murloc support that get printed throughout every single expansion that has released, these 2 are included in every deck and their power level is extremely high. I believe it makes it harder to create cards with Murloc synergy because these cards exist (mostly war leader) as if I were to make larger bulky murlocs, they may be taken advantage of with Warleaders buff. This is subject to change because I really like murlocs and I know how much decks outside of murloc paladin struggle; but in trying to make other murloc based cards the power level of these two cards just shoot through the roof.

    Other cards I am thinking but do not have long explanations for are: Nourish, Frothing Berserker, Gurubashi Berserker, and Alexstrasza. Depending on how I set up my expansions Frothing Berserker is extremely limiting and I feel its a card that is a prime win condition for warrior and they can do better. Same with Nourish, Hand Druid never really took off (except for this expansion) and I feel like druid has a lot of card draw and ramp without it. The others I have iffy explanations for so eh.

     

    Now onto my expansions!

    The three I have lined up are! Into the Outland, Under da Sea (Placeholder name will explain below), and The Green Hills of Stranglethorn

    Starting with Into the Outland

    This expansion journeys into the harsh world of the Outland! Full of exotic and dangerous creatures, fel corrupted orcs, and new exciting locales; the world is your oyster, so long as it doesn't swallow you whole... With the expansion comes a new keyword!

     

    This is currently a placeholder name AND is a minion only keyword; there will be handbuff spells though that give this keyword to cards in hand

    Example Cards:

     

    So far I have a few class identities that I am pushing for at the moment that I will not divulge until I hammer out the rest of the class identities that I am pushing for this expansion

     

     

    Next up: Under da Sea! (Probably will change this to The Great Blue Sea or something I haven't decided yet)

    So adventurers have conquered the land! But they have no idea what lurks for them under the waves of the ocean... Naga! Murlocs! Bears! Bears? This expansion takes players to the bottom of the ocean where they will have the chance to collect amazing and powerful cards! We will see classes get cards they don't usually get; am I hearing murlocs for warlocks, beasts for priests, DRAW FOR HUNTERS? Yes and no I'm not going to give it all away! As with last year, we get another new keyword!

     This pretty much causes a sort of 'bleed' effect that carries over one turn.

    Now onto the cards!

    Again, I have class identities that I am trying to push a little bit in these cards, although the warlock identity is subject to change, and again I won't divulge these yet because of the lack of all of them being present at the moment (i'm looking at you warrior, hunter, and paladin); but this post WILL update once I set them in stone!

    Finally, my last expansion; The Green Hills of Stranglethorn!

    Our wonderful and amazing friend Hemet Nesingwary is back and better than ever! Ready to take us through his adventures in Stranglethorn, Nagrand, the other... Nagrand, Highmountain, Valley of the Four Winds, and Scholazar Basin! And while Hemet is a skilled hunter, the forests are still full of crazy beasts, bloodthirsty locals, and an assortment of dangerous flora, so watch your step!

    Now unfortunately, there isn't a new keyword for this expansion (yet) but I am currently in the process of either adding another new keyword OR a new tribe!

    But anyway, here are my amazing examples!

     

    EDIT: Mudskipper is supposed to be 3 mana. Still a weaker card though so will probably replace with a flashier card.

    Beasts are going to be extremely integral to this expansion. Every class will be getting at LEAST one beast and one beast support card. Certain classes like hunter will obviously get more; whereas a class like druid may get a couple of dangerous flora cards, shaman will get some voodoo slinging trolls, and warrior may get some Gurubashi/Ogre arena goers, but no matter what; BEASTS EVERYWHERE; and Hemet may make yet ANOTHER appearance. Again, not all the details of this are finalized, I may end up scrapping this whole thought if it ends up being mostly disliked.

     

     As always, Feel free to go through my expansions! I will go through when I have the time and leave responses back to the stuff i'm able to go over! Thank you and godspeed!

     

     

     

     

     

     Alright, you got a solid theme and each area could definitely be in relation to Sporebats. Entrap is a really interesting keyword. Personally speaking I like each sets vibe so far. Splash is a pretty weak keyword though. I feel like 'bleed' effects don't really fit the hearthstone vibe. The only card with something remotely on that level is Curse of rafaam, a pretty forgettable card despite how strong it technically could be.

    Although this is way different in execution, I just think having a delayed effect like that doesn't work. Other than that I have no real issues outside of my own lore nitpicks, such as Loque'nahak being a NPC from Scholazaar Basin. Which honestly, I would scrap Under the Sea and replace with Scholazaar, then you could have themes of it being Hemet Nesingwarys safari adventures, starting with Stranglethorn, then outland, then scholazaar. It's one of those details that fans of lore would appreciate. I would not show off neutral cards unless they are legendary at this stage, by the way. 

    Quote from Soulbattle >>

    Thanks for the feedback so far, fixed all of the major issues addressed.

     

    First Set

    Based around the Trolls and the Loa gods.

    Main Mechanics would include

    •  Non Deathrattle, minion death synergy.
    • Powerful Loa Gods for each class.
    • New Deck Types for classes.
    • Lots of Beasts
    • Health as a resource
    • Introduction of the "Invoke" Keyword.

    Second Set 

    The Fun set of the year, based less around deck building and more about having fun and trying weird thing. Based around the war between the different types of magic.

    The Main Mechanics would include.

    • The three schools of magic for Mage
    • Potentially more schools for other classes.
    • Expansion on the "Invoke" Keyword.
    • A massive 10 Mana Legendary Spell for each class.
    • Some good old RNG (In controlled amounts)

     

    Third and Final Set

    The huge and most likely the most powerful of the three set (considering it will have the shortest lifespan). Based around the Blood Elves more specifically the Sunwell Plateau Raid and Quel'Danas. Will feature some massive wow lore characters including Kil'Jaeden and Kael'Thas.

    The Main Mechanics would include

    • Late game high Mana cost cards with massive effects.
    • Deck-building challenges for each class, similar to Reno Jackson, Baku the Mooneater and the Princes.
    • Demons and Demonic influences.
    • "Positioning matters" cards.
    • Reinforcement of new and old deck types.

     

    Hall of Fame

    At the moment I am think Stonetusk Boar (because it restricts design being so cheap with Charge), Divine Favour (Means Paladin can never get good aggro cards) and Alexstrasza (since she limits the design of a lot of cost reduction cards and late game cards)

     

     The druid legendary there, way too strong for 10 mana. I realize it's a legendary and legendarys need to be massive, but a full refresh on a board clear, which you can then go into kun, aviana, win the game. Yikes. Too much power for combo druid and ramping, big boy druid. So the last expansion, I can't make it connect to a cat. I realize that kobolds and catacombs is just there, but I think it'd be nice if thematically you make it tie in somehow. Cats being 'witch' pets or in this case mage pets for the arcane set, yeah I get that. A wizards pet, y'know. And for spirits, cats have a lot of lore around that real and fictional in WoW, so it makes sense. But the sunwell? No feline connections whatsoever. 

    Invoke is fantastic use of the 'on turn mana usage' effects. I think it would be a great keyword.

    Brutallus means you need to have 10 of everything. Not good, it just wouldn't happen in warrior as it is. Maybe you got more to support that card but he needs a TON Of support to be remotely viable in the future. If you got the support he's an interesting deckbuilder. If you don't, I'd say can it and try to come up with something better. I wouldn't show off neutral cards in this stage unless they are legendary.

    Quote from Shatterstar1998 >>

    Reposting for the final round of feedback before submission:

    Change:

    • Prince Charming is now the showcase card instead of The Perfect Crime.

    AND NOW...

    A collaboration between Shatterstar1998 and Demonxz95, we present to you...

    Year of the Dragon

    (insert Spyro reference here)

     

    Nightmare on the Nether

    Nightmare on the Nether takes us to the Emerald Nightmare and the Twisting Nether - an ethereal dimension of chaotic magics that connects the myriad worlds of the universe, where corruption overcomes the best of everyone and darkness lurks around every corner. No one is truly safe, even the dragonflights. Dangerous creatures like Demons, Ethereals, Voidwalkers and Nether Dragons await.

    As one can see from Feldrake, we have a new keyword, Elusive:

     

    Elusive is the unofficial, but widespread fan term to refer to the effect "can't be targeted by spells or Hero Powers", found on cards like Faerie Dragon. As of the start of this year, it will finally become a full-fledged keyword. Elusive isn't like Inspire or Discover, which played main roles in their respective introductory sets. Instead, it's more like Lifesteal or Rush, where it plays a supporting role rather than a main one.

     

    Once Upon a Time in Azeroth

    Harkening back to the days of fairy-tales and legends, Once Upon a Time in Azeroth brings these stories to life in the world of Hearthstone. Dragons, fair and mighty princesses, ancient powerful deities and talking animals await with their untold stories that will widely affect the game. Each class will receive a powerful Start of Game effect as showcased by their support card Prince Charming.

    Arthur, Wise King demonstrates the new Legacy keyword:

    Legacy cards have an effect where they activate when you play a certain amount of cards in a turn. Think Sherazin, Corpse Flower or Dragon Soul. There are all different types of Legacies to fulfill too, regular Legacy as demonstrated as Arthur, but also Spell Legacy (whenever you cast X amount of spells this turn) is another example like the showcase card The Perfect Crime. These effects can also happen multiple times per turn, so don't be afraid to go a little overboard.

     

    Caverns of Time

    The Caverns of Time are a zone where time magic is most prominent, where the Bronze Dragonflight and other time wielders are located. It's this set where all 9 classes get cards to harness the power of time and cards with new, interesting mechanics.

    This expansion also introduces a brand new type of card:

    Enchanted Forest Shrine presents a new idea, collectible dormant cards that you actually put into your deck that you play onto the battlefield and last for a certain amount of turns. In this case, Enchanted Forest Shrine combines the effects of your Choose One cards into one card for 3 turns. With Fandral Staghelm now out of Standard, we need another card with this effect. After 3 turns (yours, and your opponents, counting the turn you play it as the first turn), it removes itself. These retain the behavior of other dormant cards like The Darkness or Nether Portal, where they aren't considered minions and cannot be destroyed. They also cannot be generated by cards like Unstable Portal or Evolve because they are not minions.

     

     

    Hall of Fame

    Our choices might surprise you, but we have our reasons.

    • Mindgames is a very high-rolly, very weak card that all in all just poorly designed, create a lot of frustration for either you or the opponent no matter the result and has no business being in the Classic set. Lightbomb will rotate back into Standard to replace it, with the bonus is that the card removes the need for Priest to have a board clear printed in every set and made the class impossible to play around in the Wild format.
    • Alarm-o-Bot is pretty much the same exact deal. Very weak and high-rolly, and creates an awkward minion to pull from a random effect. Either it ends up being completely useless and you could've gotten anything else instead, or it high-rolls a game for you by cheating out your biggest threat. As a card to put into your deck, it just creates meme decks that fail at even being meme decks. Bone Drake will rotate into the Classic set to replace it as Dragons are a theme of our year and will improve the Dragon synergy of the sets. Speaking of Dragons though...
    • Nozdormu is the final card to rotate to the Hall of Fame. It's another weak card, but it makes for some interesting moments when summoned by a random effect. Unfortunately, it's existence also produces a number of bugs that force players to skip their turns and catches unattentive players off-guard. Not to worry though, because Murozond will be making an appearance in the Caverns of Time set. Nozdormu will be replaced by Chillmaw because of her Dragon synergy as well as being a high skill cap card for both the player and the opponent.

    Of course, a friendly reminder that cards aren't only rotated out because of power-level reasons, look at Ice Lance or Coldlight Oracle for instance. Similarly, Master of Disguise was nerfed even though it wasn't playable anywhere, but the nerf was necessary to open up design space. Fun fact: Animated Armor was intended to be a Neutral card, but was moved to Mage (literally the worst possible class for the card) because of pre-nerf Master of Disguise.

    Token:

     

    (Created by Future Strike)

     

     A few other cards that we created as back ups:

    Some clarification:

    • Cards with Elusive and Legacy effect in the other sets will have their wording modified to include these keywords. For example:

    Special thanks to Vilegloom for creating the Year of the Dragon icon as well as everyone who gave their wise and much-appreciated opinions.

     

    First set. Why are the Emerald Dream and the Twisting Nether connected? They have nothing to do with each other. I would focus on the twisting nether and drop the emerald nightmare/emerald dream stuff. You only got 45 cards, if you can't come up with enough for one single cohesive set idea, I would drop both ideas and do something else entirely.  

    The second set I just don't like it for what it is.  WOW has it's own real history you could do with a set like that if you wanted to keep it the same thematically. It's literally full of lore, you don't need to go to outside sources. If you want some help there I can come up with something. For Prince charming, I would replace 'Start of game' with 'Discover' or some other keyword. Pretty much every start of game card is not in there because of its stat-line but because of the effect that already happened. You're tutoring a bad/decent stat-line card out of the deck and I'm not sure that's what you want to do ever in this game.

    Third set: The time limited cards are interesting. I'm not sure if they would work for hearthstone, but I'd be eager to see what else you come up with. Nice grab from Shadowverse and other games which use similar cards. They take up space like a minion, but aren't minions.

    Quote from Vilegloom >>
    Quote from Vilegloom >>

    Okay, so here's an update to my Year of the Ram. Balance is not final, feedback is apprecriated!

    Original post: 

    The Year of the Ram

     

    But why the year of the Ram? Well, because it's a year chockfull of conflict! What kind of conflict, thought? Well, let's see.

    Expansion 1

    The breaking of time has made everyone go wild! Alliances are made and broken, betrayals letf and right, unlikely friends and expected foes! And all this at a blinding pace! It's a free-for-all; and you're in the middle of it! 

    Spoiler (click to hide)

    This expansion's main theme is tribe wars! What's a tribe, though? Well, a minion can assigned a tribe, often having interactions with it. Some of these would be Beasts, Dragons, Elementals, and such. And in this weird time strange alliances are forged, unlikely tribe combinations rise. Which is the main mechanic of this expansion! Imagine, if you will, decks consisting of Beasts and Murlocs! or Dragons and Mechs! or a deck with all known tribes! Possibilities are endless- well not really. So what's new?

    • Dual-tribe cards! Think of all those weird card combinations... Murloc-Demons, Mech-Beasts, Dragon-Elemental, and more!
    • New keyword: Muster. A card with Muster will gain a bonus effect when played if you control a minion with an x tribe tag!
    • New Keyword: Draft. When a minion is Drafted, you will be able to choose (from 4 random choices out of all tribes) a new tribe tag for it!
    • New build-around cards that will lead to some new wacky tribe-combination decks!

    Expansion 2

    Whew, that tribe-brawiling sure is tiring! Why not take a visit to the (in)famous Scholomance? I heard they make great funnel ca- Oh, you're dead. Wait, no. No, Undead. Nope, dead again. Don't worry though, there's plenty of necromantic magic and alchemy to bring you back again! And again. And again. Forever.

    Spoiler (click to hide)

    In WoW, the Scholomance is a vile academy for prospective necromancers of the Scourge. But now that the scourge is kinda gone, it now lies under the hand of Principal Darkmaster Gandling. It features a huge array of Necromancers in training, one of which could be you! Yes, you! How's that sound? How would you like to take a tour round' the academy? There's much to see

    • New Keyword: Sacrifice. Cards with this keyword allow you to destroy a friendly minion of your choice, if you wish, to give you further power in exchange.
    • New mechanic: BlightBlighted minions are marked with Blight, and whatever minion is played next to them will also be marked! Several cards interact with Blight and Blighted minions.
    • Some mechanic related to Necromancy. Maybe something like a hero card or special necromancer cards. Still in development.

     Expansion 3: In development

    Like I said, this is just to get started with it. Though, the main idea I'm trying to go for is magic. Meaning it will relate to spells and Spell Damage.

    Hall of Fame contenders

    Still trying to figure these out. I've got some things going, though. Malygos is definetely one of them as it doesn't allow for cool Spell Damage interactions. Same goes for Bloodmage Thalnos. Another one is Cult Master, as it has a way too powerful interaction with Sacrifice.

     

                                                                     

    • DRAFT - Seems like the flavour's a bit weird. I'll be specifying that minions that are Drafted are not turned into a certain tribe, but rather recruited into it.
    • DRAFT will also now only allow you to choose between the Beast, Mech, Murloc, and Pirate tribe tag. Dragons and Elementals will still have new interactions with these tribes, but won't be able to be chosen for Draft. Same goes for Totems and Demons, since they're class-specific.
    • Will be considering changing Tide Revenant into an Elemental/Mech dual-tribe card to showcase said mechanic (dual tribes), even if revenants are not Mechs.
    • No change to the cards. They're perfect to showcase, imo.

     

     

                                                             

    • Still no idea for a cool Necromancer mechanic. I'm on it.
    • Card changes: Infected Apprentice has been replaced with Skeletal Guard for a more interesting showcase of Blight.

    NEW! 

                                                                      

    "WIZZ-CON IS HERE! What is Wizz-con, you ask? Why, it's the biggest sorcery convention in Azeroth, of course. No surprise you've never heard of it, though. After all, it is held once every thousand years in the beautiful city of Dalaran! Magic-enthusiast around the map gather here to showcase their abilities in one of the biggest magic showdown in the world! Not only that, but also the most powerful contenders are rewarded with an artefact of powers beyond comprehension! All kinds of magics are allowed, so warm up your wand and put on your oversized hat; Wizz-con awaits!"

    That's right, WIZZ-CON! Even if you're taking a bit of a break from all the tribe wars and necromantic hijinks, the conflicts don't stop! Of course, the main theme of the expansion are spells and magic! All kinds of magic, you name it! Arcane, Wild, Void, Light, Bears, and more! So let's see what's in store, shall we?

    • Recurring theme of spells! Many cards interact with spells in some way or another! 
    • Spell Damage synergy!
    • An immensly powerful neutral weapon that serves as a build-around for many spell-heavy decks!
    • Maybe- cards that allow for Spell only decks, similar to Rhok'delar.

     Bumping just in case :P

     

    I don't know what all that has to do with rams, but dude I really like what you got so far. For the first set, two keywords sure is quite a lot to show off. Maybe pick one? I dunno, if you can make it work have at it my dude.

    Normally I am against neutral cards for stage one, but the exception is unique effects or ones showing off your keyword in really great ways. Acadamy Steward is one of those cards.  Just, utterly great and powerful design. Probably the best card I've seen. It's strong, but not too strong. 

    I love living fireball. If not just for the fact whether you know it or not, it reminds me of an old MTG card and it gives me the warm feeling of nostalgia. Plus it's a fun take on the rager effect. Give it charge and see what happens. Do you think perhaps you could do a Lion symbol for me? I notice you're the guy doing them and honestly that would be so awesome. <3 

    Quot

    e from LarryMoments >>

    Yes I've made 3 new banners now, I just want to make them look good :3

    So, I've made a quick update to my "Year of the Wendigo", revamped it quite a lot of it, and made the finishing touches, I wanna know what you think of what it is now:

    Expansion 1: Hunters of Azeroth (HoA)

    I'd make the banners bigger, but I don't want to fill too much space with that ;)

    On the brutal Island of Blodanna there are two of the most prized things that you will want, your head, and their prize. Where Hunters and Beasts fight for survival and their dear prizes to be as rich as Screek McThil, but as everyone steals their faith in others, so you do with loot.

    As brutality and blood spills everywhere, pilferers and carnivores stalk in the lands to capture their respective prize, as with the keyword itself, Consume is already in a few cards, like The Boogeymonster and Wind-up Burglebot, however, going a bit deeper isn't that bad, right?

     Planned Showcase Cards:

                                                                  

    Expansion 2: The Phantom House (PH)

    Jokes aside I could've used this banner lol

     Banshees, Ghosts and lots of Pumps, these were the perfect ingredients to make the perfect Haunted House, but the owner of it forgot about the "Nocheaur Curse", which made the his house, now called The Phantom House, creepier than ever, but where does this house hold the mysteries? Will your heart hold enough pump before it pumps itself into this manor oblivion?

    Now've changed Possess, it works now for one turn unless specified, it might be annoying, that's true, but might backfire the one that uses too, normally dead bodies can be possessed by ghosts, because a good scare can leave it vulnerable to even the little of the scratches.

    Planned Showcase Cards:

                                                                    

    Expansion 3: Murlocs off the Coast (MOTC)

    After all that suffering, we REALLY want to go somewhere relaxing, right? It's not, but neither as bad as the others, you'll get to know the flora and fauna around here, and probably take a sunbath or two. Take a dive onto the sea, cause we're chilling in the deepest waters on the sea!

    This Expansion features no new keyword, however it will have a lot of beauty and polarizing effects, because the sea is so unpredictable, it may throw a tantrum or be your best "friend", heh, who knows, they just dry in the sand.

    Planned Showcase Cards:

                                              

    So, what if this doesn't works? Well, I've got a few backup cards, extra things will be down below:

    btw, think that P.E Journalism (Paranormal Effects) costed 4, I kinda messed up with the cost probably.

    Also, Hall of Fame Cards:

    • Holy Wrath: Simple awnser, with [card]Molten Giant[/card] now in the Hall of Fame, it's pal is at most being usefull at dealing 12 damage to face, which is big enough, even though the draw is random, it still locks away from making high-cost cards or even shuffling cards inside your deck. It can't be changed without changing it's entire effect, so that's why its moving to Hall of Fame. Replaced by: Tuskarr Jouster.
    • Summoning Portal: Summoning Portal limits the design of copy or cost reducing cards, especially with Glinda Crowskin still beign in standard, it makes a lot of trouble wether to make another card that reduces costs or copies cards for further enchancement, even though it's too slow, it still limits the design of making diverse effects for minions. Replaced by: Imp Gang Boss.
    • Questing Adventurer: This minion is REALLY scary, even more with Witchwood still beign on Standard with Echo cards. As it limits design in both combos, cheap spells/minions AND Echo cards, this card is going to be moved to the Hall of Fame. Replaced by: Second-Rate Bruiser.
    • Another option would be Keeper of the Grove and change it back to a 2/4, but not sure not sure.

     Phew! This took like 1 hour and 30 minutes to write, hope I don't have to edit something later :v

    EDIT: Yes I had, oh for crying out loud.

    Also could someone make a Wendigo Year Icon? I'd really appreciate it (and name it!)

     

     I'd probably say drop the wendigo if you aren't going to keep it cohesive. With what you got right now I'd say go with a Nautilus. Creepy little sea beast that would fit these three ideas more thematically. (Not to mention super, duper giant ones exist in the ocean of WoW. You go inside ones brain in Vash'jr) Also Wendigos exist in WoW lore and your banner is definitely not a Wendigo. I like the consume effect. That warrior card is super, duper strong with Gorehowl, but I reckon you thought of that already. Might even be too strong, but who knows. Great for control.

    Not a Fan of Possess. Sorry, it just seems kinda convoluted for me. The warlock spell name I hope is a placeholder. As a whole I'm not the biggest fan of what you got on show right now. I would change it up honestly. Scrap Possess and just focus on a spooky theme. Not every set needs a keyword

    Third set is definitely more enjoyable for me. Seems like a lot of fun.

    Quote from NOVEX0R>>

    Year of the Scarab is named especially after the 1st expansion of the year - Desert of Andanus, which represents the most famous bug in Egypt. The 2nd one - Prisoners of Neverending Nightmare - has a lot of flying creatures and monsters, and Scarab also can fly and be at once in a Dream, and in a Nightmare. The last - Humans vs Undead, well it's a KaC of my year :P

    Inner Fire - limiting design space and feels really unpleasant to play against. The card that will replace it is: Holy Champion. Solid card that can push mid-range priest to work.

    Alexstrasza - I know this isn't that great card, but it still feels pretty unfair and enables the same kind of combos. Replacing it: our god and savior Yogg-Saron, Hope's End.

    Divine Favor - Pretty popular choice. Unfair draw for unfair decks :P Replacement: A card in my set (Deserts of Andanus). You'll see it in 2nd phase since I'm still working on Paladin so it may change.


    The Desert of Andanus opens a new year in Hearthstone, together with rotation of last year sets: Journey to Un'Goro with big adventures, and even bigger dinosaurs! Knights of the Frozen Throne with it's chilling atmosphere! And last but not least - Kobolds and Catacombs filled with deadly traps and wonderful treasures. Now, from the deepest depths of Azeroth a mysterious desert appears on the surface! Legends say about Queen Cleocadra, the one who cursed this land and vanished into the waters... Is she and her ancient empire a threat to the rest of the world? Go explore and find out!

    • Few words about the cards:
      • Midnight Screamer - Anubis-like creatures are the majority of cards with Ancient. This is a control tool that that is great tempo-swing. The flavor is that he screams at a minion, scaring it and causing it to back off. 
      • Tomb Relic - A tool for mid-range/control Priest decks. I feel that Priest has the best flavor when playing buffs like Power Word: Shield, but lacks them in-game. That's why I want to print some buffs for Priest over this Hearthstone year. 
    • Main themes of the expansion:
      • Ancient mechanic (not too much, just a little flavor and balance).
      • Curses.
      • Anubis-like creatures.
      • Druid: Big Minions with easier way to play/summon them.
      • Hunter: Spiders :O
      • Mage: Runebeak village.
      • Paladin: Divine Shield.
      • Priest: Big heals and minions, control-wise.
      • Rogue: Coins, board control and new win condition.
      • Shaman: Spell heavy decks, but still allowing minions.
      • Warlock: Mirages (more in 2nd phase if I get through).
      • Warrior: Big Warrior with new win condition.

    After defeating the ancient queen of forgotten kingdom, the lifes of civilians of Azeroth were smooth as always... Well maybe not smooth but as always. But N'Zoth has a plan, he wants to take all the mortal beings into the sleeping city of Ny'alotha! Will you help our heroes tranform their nightmares into their strenght? Or do you prefer changing the nightmares into sweet dreams?

    Better explanation: At the beginning the game is in a "normal realm", then after a realm is switched, board becomes either darker (Nightmare) or brighter (Dream). Some cards gain effects while a certain realm is active.

    • Few words about the cards:
      • Mind Reaper - Aggressive swarm tool for Hunters, with a showcase of how powerful being in a certain realm can be. Of course, it isn't as powerful as it seems due to only having 2 Health, which is often easy to deal with.
      • Two-Headed Watcher - Tool for switching realms, and a card that supports two-realms Druid archetype. I think I don't need to explain flavor :P
    • Main themes of the expansion:
      • Druid: Nightmare + Dream realm at once.
      • Hunter: Token beast Nightmare realm.
      • Mage: Dragons + Freeze.
      • Paladin: Dream realm control.
      • Priest: Dragons and Buffs on them.
      • Rogue: Destroying realms and board removal.
      • Shaman: Unspent Mana Crystals.
      • Warlock: Demons.
      • Warrior: Disabling enemy board.
      • Neutral: Switching realms tools + cards that interact with certain realms.

     (I need a better art here)

    After war between humans and orcs, goblins and gnomes, Azeroth and The Burning Legion, the next big war started. Lots of rotten flesh and shining armors; poisonous gas and big swords; living dead and taken lives... Who will win, and on which side are you? 

    • Few words about the cards:
      • Stolen Plans - New Rogue archetype, with a card that fits Miracle Rogue, but I couldn't make it not fit. Revealing your opponents hand is really good, but for balancing you can't control when it'll be cast.
      • General Silverhandsome - A fpunny character with really strong mechanic. Paladin will be oriented around weapons so this legendary just fits and makes the deck playable. Also, I just want to look at his... big... armor...
    • Main themes of the expansion:
      • Druid: Return of the tokens.
      • Hunter: Effects lasting whole game, or at least few turns.
      • Mage: Spell Damage.
      • Paladin: Weapons.
      • Priest: Spell anti-synergy (with Spiteful Summoner rotated out, it is balanced).
      • Rogue: Gaining information.
      • Shaman: Debuffs.
      • Warlock: Sacrifice cards.
      • Warrior: Being a motherf***ing fortress (armor cards).

    Thanks to everyone who helped me or/and voted for me :>

     

     

    Stolen plans is really fun. Yeah I get it doesn't work thematically with your card, you even admit it. Silverhandsome needs a better name. It's kinda funny but I just don't see that going in Hearthstone.

    So the dream/nightmare thing is going to always be on even if no one has any of those cards right? I think it adds something to keep track of but is going about it the wrong way. Would be poor to exist in the real hearthstone I think. I'm not a big fan of always on, flip flop effects like this. Not fun for me.

    Dude, cover up the And of your first expansion name. Yeah, don't call it that. I would go with Sands of Silithus, which has all the symbolism you want to fit thematically, is lore relevant, and well doesn't have that in it. Other than that, it's my favorite of your sets. I love that kinda stuff and the cards work. The keyword works better there. 

    Quote from Viridian>>

    The Year of the Gryphon

    The three expansions in the Year of the Gryphon are:

    • Greetings from the Great Seas (GftGS) (logo in progress)
    • Blood of the Zandalari (BotZ) (logo in progress)
    Trouble at the Sunwell (TatS) (logo in progress)

    Hall of Fame Cards?

    Divine Favor
    Why?

    Aggressive Paladin decks often make us of Divine Favor to refill their hand, regardless of whether the cards they have played gave them board control or were removed from play. As such, Divine Favor is too much of a constant in the Paladin class and will be moved to the Hall of Fame as other card draw methods should be considered for the class.

    Doomguard
    Why?

    With ever-expanding ways to cheat out demons that would otherwise have large detrimental effects, Warlock as a class has become overall stronger than it has ever been. With finishers like Doomguard combined with cards like Carnivorous Cube and Warlock’s various friendly minion destruction cards, a Charge minion like Doomguard often threatens lethal damage with little counterplay. As such, Doomguard is rotating out of standard to make way for a more interactive Warlock playstyle.

    Inner Fire
    Why?

    Priest has been in a great spot for a long time, and its abundance of board clears and healing makes it easy to pilot a control deck with it. But cards like Inner Fire allow the class to defeat their opponent within one turn. Cards from the Year of the Raven support an Inner Fire archetype, but in some ways this Priest archetype can feel oppressive because of its predictable gameplan. For this reason, Inner Fire is being rotated out of the Classic set so that this archetype can be supported on a year-by-year basis.

    So what's the first expansion? Well it's...

    From the beaches around Kul'Tiras and the sunken depths of Sailgrave, to the sandy shores of Booty Bay and the whirling Maelstrom, Azerothians are going on summer break! (perhaps this should be the second expansion...)

    This expansion will focus heavily on adding lots of new Pirates and new Pirate synergies, with conditions like "If you have a weapon equipped" being heavily emphasized on Pirate cards. Additionally, treasure and 'the deep' will play their part. The new keyword of this expansion is Treasure.


    Treasure cards sort themselves by lowest Cost on top to highest Cost at the bottom of your deck if there is more than one of them, but they are always at the bottom of the deck. What are the advantages of Treasures? Well...

    1. Thins your deck by ensuring your ‘useless’ spots in aggro decks are taken up by cards you may or may not use
    2. Also thins your deck in control/combo decks so you can pursue your win condition more quickly
    3. Makes you less angry about topdecks
    4. Ensures fatigue decks get to their win condition/can plan out what they'll draw at the end of the match 
    5. Soft-counters Gnomeferatu/Other deck attacks
    6. Will never appear in your opening hand or mulligan.

    Treasures can also be used early on in the game if certain conditions are met—you'll be able to excavate that buried treasure by using cards like Blacksail Plunderer. Using Shimmering Riches you can try and accelerate your mana pool, but you'll have to be careful about wasting a turn to try and do it—remember you don't just draw these cards without some effort.

    Example Cards:


    Further into the expansion, expect legendary Treasures for each class and more Pirates (for each class!)
    That brings us to the second expansion of the Year of the Gryphon...

    The isle of Zandalar is the ancestral home of the trolls, but Cataclysm has shattered their home in pieces, with the ancient Eldritch experiments of the Titans escaping from their magical prisons into the surface world. The thirst for blood of the Hakkari meets the murderous appetites of the Old God, G'Huun, with the noble troll race caught in the middle. What sacrifices must be made to help—or to hinder—the plague of blood?

    Blood of the Zandalari is all about infection and sacrifice. Use your Plague cards to your advantage or to the detriment of your opponent, and time your Sacrifices to gain the most benefit. The decaying marshes underneath Zandalar also means new Deathrattle cards. @Vilegloom I seriously made this keyword before I came to the discussion thread so I'm sorry that it's the same thing as yours... That being said, here are your new keywords:

    Sacrifice can be activated by double-tapping/clicking on a minion/weapon and then confirming your selection with a button. Let's do a run-down...

    1. Sacrifice cards have base power levels that make it so that keeping them alive is more useful in certain situations than in others.
    2. You can't attack with the minion on the same turn you Sacrifice it, and Sacrifice effects only work when the minion can attack—that includes Charge and Rush minions, however.
    3. Plague cards are tough to utilize without the right deck—you need to be willing to lose some other cards in your hand to maintain the infection
    4. Plague spread is random—not chosen.
    5. Plague activates after you draw a card at the start of your turn, which means if your hand is full of plague it will transform the card you draw into it too! Don't hold onto your plague too long or it'll spread faster than you can get rid of it.
    6. Drawing a Plague at the end of your turn is either a good or a bad thing... It depends.
    7. Some plagues will be cast onto your opponent, just like Curse of Rafaam—another form of hand sabotage!

    Blood Beetle can be used as a respectable life-gain card and a solid enough body. Its Sacrifice effect gives it some flexibility to act as a board clear, similar to Spirit Lash. Hakkari Blood Goblet can be used as a finisher— with 5 of these, you can potentially clear taunt minions and push 10 damage to your opponent's face. You'd better be careful about holding 4 or 5 plague cards, as the turn after they'll infect your whole hand.

    Example Cards:



    Expect more Plagues and more Sacrifices... delicious!
    What's the final expansion in the year of the Gryphon? Here it is...



    Looks like some zealous Blood Elf mage has awakened a gigantic Eredar demon! Classic Kael'thas.¯\_(ツ)_/¯ What would we do without him! Ah well, guess we have to turn to some blood magic if we're going to bring this guy through the Sunwell!

    This expansion is about a new type of ManaRed Mana. It might also be about Divine Shields... who knows.

    1. Your Mana tray is still limited to 10. That means...
    2. You can have a maximum of 10 Red Mana, but if you have 10 Red Mana you can't have ANY regular Mana.
    3. Combinations are— 10 blue, 0 red, 9B 1R, 8B 2R, 7B 3R, 6B 4R, 5B 5R, 4B 6R, 3B 7R, 2B 8R, 1B 9R, and 0B 10R.
    4. Some cards can use both regular or red mana to be played. These are indicated by a half-blue/half-red mana cost.
    5. Since Red Mana cards will be an extremely limited pool compared to regular mana cards, they will be stronger. Perhaps by a lot.

    Kael'thas Sunstrider, the grand villain of the expansion is also the quintessential legendary to get you into Red Mana. As a start of game effect, you can fill your deck with Red Mana cards rather than looking for meagre single crystals of it, or temporarily having it like with Thirst for Power. As a legendary minion, legendary generation effects mean he could pop into your hand in a normal mana deck—thus, he costs normal OR red mana (and is a highroll!). 

    Example Cards:


    Expect some gnarly blood magic. Not as gnarly as the trolls, but still pretty gnarly.


    So that's my year! I'd appreciate feedback and I will gladly return it :)  

     These are all interesting sets, but jeeze nothing fits gryphon at all. A few gryphons might be in Booty bay and around the seas, but like it has nothing to do with it. The red mana is really bad dude. Just don't do it. It's needlessly complex in adding a mechanic into hearthstone. I always try to keep my sets realistic.  I often find flashy effects might get you votes but I do not agree with those people. It's just bad man. Also what's with the weird sunwell fascination. More than one person wants to tackle the Sunwell.  

    Sacrifice is really cool. PLague is begging to be broken by Thaurassian or something. Maybe not that specific card. Be really careful with duplication effects because they often power the strongest combo decks in the game.

     

    Quote from linkblade91 >>

    Here it is, in full (minus this statement, obviously):

    Just so we're clear, I'm linkblade91. If you see a linkblade92 anywhere, they are my evil dinosaur doppelgangster from a parallel-timeline alternate-dimension mirror-universe and you should kill them on the spot! Don't let them fool you: I am not the evil dinosaur doppelgangster, they are! This is all Chromie's fault! Ahem, anyway, I'm here to present the...

    ...Year of the Kodo! Hey what's that doin' there? I was gonna announce it and then...fine, have it your way graphic.

    Enough of my bad humor; let's start this show:

    Expansion #1: The Trials Within Us

    In The Burdens of Shaohao animated video series, Emperor Shaohao gained enlightenment and saved Pandaria from The Great Sundering by overcoming the Sha - manifestations of negative emotions - that burdened his soul and held him back. The Trials Within Us tells nine separates tales of defeating one's personal demons and tackling adversity.

    Each class has a Trial card, a new type of card that plays like a reverse-Quest: you are granted an immediate and lasting benefit, but a heavy Burden is placed upon you. That Burden takes the form of an on-going penalty or a rule you must follow. These Trials reference various events across Warcraft's timeline, including the orcs taking Mannoroth's Blood-curse within themselves and Kael'thas' journey to sate the Blood Elves' addiction to magic. Alas I cannot show them to you, as they have unique token elements and are thus prohibited in this 1st round :(

    Each class is also represented by a specific Sha - Hatred, Arrogance, Doubt, etc. - and the archetypes the Trials inspire are reflective of them and what it might require of you as a person to overcome that negative quality. By mastering your personal demons, you can benefit in ways that would have crippled you otherwise. For example, the Paladin's Sha is Despair (the archetype is described in the spoiler below):

    "Being solitary crusaders against endless evil, a Paladin must not lose hope as the fight continues everlasting."

    As I said above, the Paladin's Sha is Despair: evil never wanes, and it can be hard for a person to fight a battle that will seemingly never end. In such a situation, one can feel lonely and hopeless; this is reflected in their Trial. The Light's blessing provides multiple benefits (in the form of stat boosts and defensive Keywords), but the Burden of the lone warrior is great: the Paladin cannot summon more than 1 minion at a time, ever. This creates a 1-vs-Many Control archetype and deck-building challenge, where the Paladin seeks to outlast his opponent by playing high-value minions and holding the line with Taunt walls and healing. To defeat Despair, one must persevere!

    The above cards play into this idea: Yrel, Light of Hope gains additional stats for each enemy minion, playing right into the 1-vs-Many playstyle. Meanwhile, the Sha of Despair is Eadric the Pure for the new age: it reduces the Attack of all other minions to 1...except you don't have any other minions! It's time your enemies knew Despair >:)

    Expansion #2: War of Sea and Sky

    In the War of Sea and Sky expansion, it's a showdown between the two powerful reptilian tribes: the mighty Dragons and the cunning Naga. It's wings versus tails! ...wait Dragons have tails. It's wings versus scales! ...that doesn't work either. Just forget it: Dragon vs Naga, there can only be one; you get the idea DX 

    Each class will have to take a side, for only the strongest tribe will prevail. The Naga are a cunning and evil race that consists of physically strong males and magically gifted females. The most powerful among them lead their armies: whether it's the Naga with the highest Attack, the highest Health, or the highest Cost, the benefits flow upward to the best Naga on the battlefield...even if that means it belongs to your opponent! They bring with them the Challenge Keyword: when you play a minion with Challenge, a minion from your opponent's hand is revealed; when your opponent summons that minion, the Challenge commences and they attack each other. It's a lot like Swamp King Dred, but with specific criteria and an element of spying. As Dragons and Naga are both prideful creatures, they would not back down from being called out like that. Let's look at some team members:

     

    On Team Dragon, we introduce the newest addition to the "Classes with Dragons" group: the Rogue! The Rogue joins the Priest, Paladin, Warrior, and the Hunter, who will all receive support. However, Rogue Dragons reflect the darker, more sinister side of the tribe: everyone knows that Dragons are physically powerful and magically superior, but they're also capable of sharp cunning and wicked contempt for the "lesser" races. The Terror Drake preys on minions with less strength, safe in the knowledge that 4 Attack is not enough to kill it. It can wait seemingly forever behind its veil of Stealth, but hubris is its weakness: when your opponent plays the minion affected by the Challenge, the Stealth will end when Terror Drake attacks!

    Over on Team Naga, we have a Neutral card to showcase the tribal mechanic. The Naga Siren is pretty straight-forward in terms of stats, but its effect can be tricky: the Naga with the highest Health is granted Taunt...at least until another Naga is the one with the most Health! This requirement could theoretically cause the effect to bounce to another Naga one-by-one, keeping them all alive as your opponent struggles to lock down the right one. That is, unless they play a Naga with higher Health, 'cause then they'll steal the effect for themselves! D:

    The following minions would add "Naga" as their tribe: Darkscale Healer, Naga Sea Witch and Zola the Gorgon. Naga Corsair is unfortunately a Pirate, and would remain as such.

    Expansion #3: Metal & Mayhem!

    Metal & Mayhem! is a bombastic, over-the-top expansion of Rock & Roll & Mechs: Dr. Boom seeks to take over the world with his army of underlings and super-bots, interrupting Elite Tauren Chieftain's concert in the process.

    It adds two new Keywords: Power Up! is a one-time bonus effect that triggers when you play a Spare Part on the minion. So, instead of only getting +1 Health from Armor Plating, you'll get something even better! There will be new ways to generate Spare Parts, so don't worry about this being Wild-only :P Meanwhile, Encore is a Battlecry that also repeats the most recent Encore effect you played. Encore #1 would just be a normal Battlecry, but Encore #2 would play out its effect and Encore #1's. It can create a messy, crazy combination of stuff firing off together but hey, Rock & Roll is a chaotic art form! Let check some cards out:

     

    Spirit Bouncer is an example of Encore in-action. When you play him, he'll cast Ancestral Spirit on himself and repeat whatever Encore effect you activated last (let's say it was "Gain +2 Attack", making him a 5/5). When you play a third Encore minion, they too will get Ancestral Spirit played on them, but they won't get the "Gain +2 Attack" effect because it wasn't your most-recent Encore. This isn't Shudderwock :P

    Dr. Boom's Creation is hopefully an example of the bombastic, silly, slightly-ridiculous flavor I'm looking for. His super-bots will help him take over the world!...1-4 damage at a time. I'd like to think that the effect animation is the Creation throwing Boom Bots at the enemy haha :D

    Hall of Fame 4: The Hall-ening

    Personally, I feel that we should hold off on replacing missing Classic cards: such an event has never actually happened yet, so we don't know how Blizzard will handle it (once they get around to doing so). It might not be as simple as rotating some old cards back in. Instead, I'm going to just rotate cards like normal, and replace them if-necessary via my expansions. The victims are in the spoiler:

    Preparation: Preparation is a really cool card, and allows for a lot of neat combos. However, its existence stifles the Rogue's ability to have spells that are higher in cost; by removing Preparation from Standard, I can add more impactful spells to the Rogue's repertoire without fear of abuse.

    Gadgetzan Auctioneer: I know this is basically a double-tap against the Rogue, but the Auctioneer has his own problem in-that he prevents classes from being able to generate a collection of low-cost spells. I want to develop new synergies with the Coin and Spare Parts, so Auctioneer has to go.

    Divine Favor: It's between DF and Battle Rage, and I've been jumping back and forth for a couple days now. I'm trying to push 1-vs-Many and Healadin Control strategies for the Paladin, and they won't get much out of Divine Favor. However, that doesn't stop people from playing the aggressive Paladin decks of old and abusing DF's ridiculous ability to reload one's hand. "Dump the hand out, immediately refill" synergy is just way too good with this one card, so I'm killing it anyway.

    And that's it for me ^_^ Thank you for checking out my Year of the Kodo, and a double-Thank You if you actually bothered to read the whole thing <3 I don't have any art skills, so the power of prose is my go-to method.

     

     

    Again you're another person who picks a neat animal but I'll be darned as if I know why a Kodo works here. If you can make it work, sure gimme that reasoning. LIke Kodos might be in Pandaria or kodo ancsestors or whatever. They carry people, that might fit the burden of burden but Like I dunno.  Challenge sounds like something that is going to try and break combo effects and such. Killing low cost minions that exist. Really tough to gauge on whether I like that or not. I"m middle of the road. Cards that pull cards out from another persons deck are just rough to think about. I guess it's in the same vein of making them discard though, a very different round-about form of mill. THe gnomeferatu with a cost. I guess it's alright when I think it out like that.

    Dr. Boom really knows his pyrotechnics, yeowch, that card man. Sounds like fun, seems strong at first but when I think it through, it actually might be solidly circumstantial. Spirit bouncer is really great, good showing of your effect. Power up sounds neat, but I'd drop it honestly. Spare parts really felt like that one-time deal in the mech heavy set, which E.T.C doesn't seem like it would be. Up to you, but personally I would focus on other themes and not even push a secondary keyword for this set because the one you do have is really strong thematically and works for Hearthstone.

    Rogue getting some gutting from your removals, but I understand why you chose what you did. Divine Favor is a pretty common pick too, I suppose for obvious reasons. I think it's likely possible it would go for real.

    And, yeesh, that was a lot of replying. I hope you don't mind my nit-pick nature. IT's who I am. I'm going to get my modified post  about what I got in store up tomorrow for sure or the day after.  I got busy again, lol. Got a good number of changes coming. Thanks to those few who did offer me some feedback on my OG Post. <3 all y'all out there. Peace for tonight. Keep being creative and fun. 

     

    EHEM

     

    here you go

    Thanks for the feedback! I'll be giving you feedback whenever I can. Right now I'm super tired and it's so late over here, so I'll rest up and come at you full force!

    If you don't like the icon I can try remaking it as you like :)

    EDIT: Whoops, that's a Sporebat, I thought that was you! My bad! Lion it is!

    here you go

    Posted in: Fan Creations
  • 0

    posted a message on TIMESTREAM TRACKING (Year Creation Competition #1) - Phase I [Discussion Topic]

    This is a way more complete rendition of my last bump, which was pretty compelte. I added mechanic specifications, visual examples and finished my Hall of Fame choices. I just need further feedback (hey, a little more doesn't hurt anyone :)) on cards and mechanics. This is just to finish up my submission. I'll also be around giving feedback to whoever I can and making Year Icons to whoever is in need of one. SO without further ado...

     

     

    YEAR OF THE RAM

    Why the year of the Ram? Well, because it's a year chockfull of conflict! What kind of conflict, thought? Well, let's see.

                                                     

     

    he breaking of time has made everyone go wild! Alliances are made and broken, betrayals letf and right, unlikely friends and expected foes! And all this at a blinding pace! It's a free-for-all; and you're in the middle of it! 

    This expansion's main theme is tribe wars! What's a tribe, though? Well, a minion can assigned a tribe, often having interactions with it. Some of these would be Beasts, Dragons, Elementals, and such. And in this weird time strange alliances are forged, unlikely tribe combinations rise. Which is the main mechanic of this expansion! Imagine, if you will, decks consisting of Beasts and Murlocs! or Dragons and Mechs! or a deck with all known tribes! Possibilities are endless- well not really. So what's new?

    • Dual-tribe cards! Think of all those weird card combinations... Murloc-Demons, Mech-Beasts, Dragon-Mechs, and more!
    • New keyword: Muster. A card with Muster will gain a bonus effect when played if you control a minion with an x tribe tag!
    • New Keyword: Draft. When a minion is Drafted, you will be able to choose (from Beast, Murloc, Mech and Pirate) a new tribe tag for it! 
    • New build-around cards that will lead to some new wacky tribe-combination decks!

     

    How does Draft Work?

    Simple, when you play a card with draft, or you draft a minion, this will pop up

    You just have to choose one of them and the Drafted minion is nor from that Tribe!

    Disclaimer: Draft minions are not turned into said tribe, but rather are recruited (or drafted) into it.

     

                                                  

     

    Whew, that tribe-brawiling sure is tiring! Why not take a visit to the (in)famous Scholomance? I heard they make great funnel ca- Oh, you're dead. Wait, no. No, Undead. Nope, dead again. Don't worry though, there's plenty of necromantic magic and alchemy to bring you back again! And again. And again. Forever.

    In WoW, the Scholomance is a vile academy for prospective necromancers of the Scourge. But now that the scourge is kinda gone, it now lies under the hand of Principal Darkmaster Gandling. It features a huge array of Necromancers in training, one of which could be you! Yes, you! How's that sound? How would you like to take a tour round' the academy? There's much to see

    • New Keyword: Sacrifice. Cards with this keyword allow you to destroy a friendly minion of your choice, if you wish, to give you further power in exchange.
    • New mechanic: BlightBlighted minions are marked with Blight, and whatever minion is played next to them will also be Blighted! Several cards interact with Blight and Blighted minions.
    • Many cards power-up from Deathrattle effects and friendly minions dying.

     

    How does Sacrifice work?

    Well, let's take for example Academy Steward: A the start of your turn, Sacrifice a minion to draw an extra card. This means that,after your turn begins and you draw a card, this will pop up:

    Like I mentioned before, Sacrifice allows you to destroy a minion for a more potent effect if you wish. You may choose to or not to do it. If you do choose to Sacrifice a minion, however, once you've clicked on the option on the right you will then choose what minion to Sacrifice. It happens in a very similar manner to  Wrath, when you choose a target to damage.

    How does Blight work?

    Let's take this Blighted minion, for example, who has been Blighted by another minion beforehand.

    Now let's say we play a minion next to it, shall we?

     -->  

    Blighted! And not only that, but minions played next to any of these two will be Blighted, as well! Better remove them before it spreads further...

     

     

                                                       

     

    "WIZZ-CON IS HERE! What is Wizz-con, you ask? Why, it's the biggest sorcery convention in Azeroth, of course. No surprise you've never heard of it, though. After all, it is held once every thousand years in the beautiful city of Dalaran! Magic-enthusiast around the map gather here to showcase their abilities in one of the biggest magic showdown in the world! Not only that, but also the most powerful contenders are rewarded with an artefact of powers beyond comprehension! All kinds of magics are allowed, so warm up your wand and put on your oversized hat; Wizz-con awaits!"

    • That's right, WIZZ-CON! Even if you're taking a bit of a break from all the tribe wars and necromantic hijinks, the conflicts don't stop! Of course, the main theme of the expansion are spells and magic! All kinds of magic, you name it! Arcane, Wild, Void, Light, Bears, and more! So let's see what's in store, shall we?

      • Recurring theme of spells! Many cards interact with spells in some way or another! 
      • Spell Damage synergy!
      • An immensly powerful neutral weapon that serves as a build-around for many spell-heavy decks!
      • Maybe- cards that allow for Spell only decks, similar to Rhok'delar.

    What's going into the Hall of Fame?

    At the begining of every year, new cards are rotated into wild to allow for fresh new ideas that were previously limited by these. So, what are they?

    Malygos: Though it's not much of a widespread card, it limits cool Spell Damage synergy, which is what I want to do with Wizz-con. 

    Cult Master: Very powerful in aggro, and, if it were to stay, even more powerful with the inclusion of Sacrifice and The Scholomance.

    Mana Wyrm: One of the strongest early drops in the game. What mage would pick these over any other 1-drop? It also has way too powerful spell synergy for an early drop. Thus, Mana Wyrm has not been invited to Wizz-con this year. Nor the Year of the Ram.

    Posted in: Fan Creations
  • 0

    posted a message on TIMESTREAM TRACKING (Year Creation Competition #1) - Phase I [Discussion Topic]
    Quote from linkblade91 >>

    Here it is, in full (minus this statement, obviously):

    Just so we're clear, I'm linkblade91. If you see a linkblade92 anywhere, they are my evil dinosaur doppelgangster from a parallel-timeline alternate-dimension mirror-universe and you should kill them on the spot! Don't let them fool you: I am not the evil dinosaur doppelgangster, they are! This is all Chromie's fault! Ahem, anyway, I'm here to present the...

    ...Year of the Kodo! Hey what's that doin' there? I was gonna announce it and then...fine, have it your way graphic.

    Enough of my bad humor; let's start this show:

    Expansion #1: The Trials Within Us

    In The Burdens of Shaohao animated video series, Emperor Shaohao gained enlightenment and saved Pandaria from The Great Sundering by overcoming the Sha - manifestations of negative emotions - that burdened his soul and held him back. The Trials Within Us tells nine separates tales of defeating one's personal demons and tackling adversity.

    Each class has a Trial card, a new type of card that plays like a reverse-Quest: you are granted an immediate and lasting benefit, but a heavy Burden is placed upon you. That Burden takes the form of an on-going penalty or a rule you must follow. These Trials reference various events across Warcraft's timeline, including the orcs taking Mannoroth's Blood-curse within themselves and Kael'thas' journey to sate the Blood Elves' addiction to magic. Alas I cannot show them to you, as they have unique token elements and are thus prohibited in this 1st round :(

    Each class is also represented by a specific Sha - Hatred, Arrogance, Doubt, etc. - and the archetypes the Trials inspire are reflective of them and what it might require of you as a person to overcome that negative quality. By mastering your personal demons, you can benefit in ways that would have crippled you otherwise. For example, the Paladin's Sha is Despair (the archetype is described in the spoiler below):

    "Being solitary crusaders against endless evil, a Paladin must not lose hope as the fight continues everlasting."

    As I said above, the Paladin's Sha is Despair: evil never wanes, and it can be hard for a person to fight a battle that will seemingly never end. In such a situation, one can feel lonely and hopeless; this is reflected in their Trial. The Light's blessing provides multiple benefits (in the form of stat boosts and defensive Keywords), but the Burden of the lone warrior is great: the Paladin cannot summon more than 1 minion at a time, ever. This creates a 1-vs-Many Control archetype and deck-building challenge, where the Paladin seeks to outlast his opponent by playing high-value minions and holding the line with Taunt walls and healing. To defeat Despair, one must persevere!

    The above cards play into this idea: Yrel, Light of Hope gains additional stats for each enemy minion, playing right into the 1-vs-Many playstyle. Meanwhile, the Sha of Despair is Eadric the Pure for the new age: it reduces the Attack of all other minions to 1...except you don't have any other minions! It's time your enemies knew Despair >:)

    Expansion #2: War of Sea and Sky

    In the War of Sea and Sky expansion, it's a showdown between the two powerful reptilian tribes: the mighty Dragons and the cunning Naga. It's wings versus tails! ...wait Dragons have tails. It's wings versus scales! ...that doesn't work either. Just forget it: Dragon vs Naga, there can only be one; you get the idea DX 

    Each class will have to take a side, for only the strongest tribe will prevail. The Naga are a cunning and evil race that consists of physically strong males and magically gifted females. The most powerful among them lead their armies: whether it's the Naga with the highest Attack, the highest Health, or the highest Cost, the benefits flow upward to the best Naga on the battlefield...even if that means it belongs to your opponent! They bring with them the Challenge Keyword: when you play a minion with Challenge, a minion from your opponent's hand is revealed; when your opponent summons that minion, the Challenge commences and they attack each other. It's a lot like Swamp King Dred, but with specific criteria and an element of spying. As Dragons and Naga are both prideful creatures, they would not back down from being called out like that. Let's look at some team members:

     

    On Team Dragon, we introduce the newest addition to the "Classes with Dragons" group: the Rogue! The Rogue joins the Priest, Paladin, Warrior, and the Hunter, who will all receive support. However, Rogue Dragons reflect the darker, more sinister side of the tribe: everyone knows that Dragons are physically powerful and magically superior, but they're also capable of sharp cunning and wicked contempt for the "lesser" races. The Terror Drake preys on minions with less strength, safe in the knowledge that 4 Attack is not enough to kill it. It can wait seemingly forever behind its veil of Stealth, but hubris is its weakness: when your opponent plays the minion affected by the Challenge, the Stealth will end when Terror Drake attacks!

    Over on Team Naga, we have a Neutral card to showcase the tribal mechanic. The Naga Siren is pretty straight-forward in terms of stats, but its effect can be tricky: the Naga with the highest Health is granted Taunt...at least until another Naga is the one with the most Health! This requirement could theoretically cause the effect to bounce to another Naga one-by-one, keeping them all alive as your opponent struggles to lock down the right one. That is, unless they play a Naga with higher Health, 'cause then they'll steal the effect for themselves! D:

    The following minions would add "Naga" as their tribe: Darkscale Healer, Naga Sea Witch and Zola the Gorgon. Naga Corsair is unfortunately a Pirate, and would remain as such.

    Expansion #3: Metal & Mayhem!

    Metal & Mayhem! is a bombastic, over-the-top expansion of Rock & Roll & Mechs: Dr. Boom seeks to take over the world with his army of underlings and super-bots, interrupting Elite Tauren Chieftain's concert in the process.

    It adds two new Keywords: Power Up! is a one-time bonus effect that triggers when you play a Spare Part on the minion. So, instead of only getting +1 Health from Armor Plating, you'll get something even better! There will be new ways to generate Spare Parts, so don't worry about this being Wild-only :P Meanwhile, Encore is a Battlecry that also repeats the most recent Encore effect you played. Encore #1 would just be a normal Battlecry, but Encore #2 would play out its effect and Encore #1's. It can create a messy, crazy combination of stuff firing off together but hey, Rock & Roll is a chaotic art form! Let check some cards out:

     

    Spirit Bouncer is an example of Encore in-action. When you play him, he'll cast Ancestral Spirit on himself and repeat whatever Encore effect you activated last (let's say it was "Gain +2 Attack", making him a 5/5). When you play a third Encore minion, they too will get Ancestral Spirit played on them, but they won't get the "Gain +2 Attack" effect because it wasn't your most-recent Encore. This isn't Shudderwock :P

    Dr. Boom's Creation is hopefully an example of the bombastic, silly, slightly-ridiculous flavor I'm looking for. His super-bots will help him take over the world!...1-4 damage at a time. I'd like to think that the effect animation is the Creation throwing Boom Bots at the enemy haha :D

    Hall of Fame 4: The Hall-ening

    Personally, I feel that we should hold off on replacing missing Classic cards: such an event has never actually happened yet, so we don't know how Blizzard will handle it (once they get around to doing so). It might not be as simple as rotating some old cards back in. Instead, I'm going to just rotate cards like normal, and replace them if-necessary via my expansions. The victims are in the spoiler:

    Preparation: Preparation is a really cool card, and allows for a lot of neat combos. However, its existence stifles the Rogue's ability to have spells that are higher in cost; by removing Preparation from Standard, I can add more impactful spells to the Rogue's repertoire without fear of abuse.

    Gadgetzan Auctioneer: I know this is basically a double-tap against the Rogue, but the Auctioneer has his own problem in-that he prevents classes from being able to generate a collection of low-cost spells. I want to develop new synergies with the Coin and Spare Parts, so Auctioneer has to go.

    Divine Favor: It's between DF and Battle Rage, and I've been jumping back and forth for a couple days now. I'm trying to push 1-vs-Many and Healadin Control strategies for the Paladin, and they won't get much out of Divine Favor. However, that doesn't stop people from playing the aggressive Paladin decks of old and abusing DF's ridiculous ability to reload one's hand. "Dump the hand out, immediately refill" synergy is just way too good with this one card, so I'm killing it anyway.

    And that's it for me ^_^ Thank you for checking out my Year of the Kodo, and a double-Thank You if you actually bothered to read the whole thing <3 I don't have any art skills, so the power of prose is my go-to method.

     

     Man, you got some actually pretty original themes here. It's nice not seeing Booty bay for once.

    The Trials Within

    • The expansion with the best theme I've seen so far in the competition.
    • Though the cards are nice in their own respect, I think you should replace one of them with a Trial card. It is your main mechanic this expansion, after all.
    • A (6) 6/6 that reduce all other's attack to 0 is too powerful. Maybe a 5/5 or a 4/4 is better. 
    • I'd replace Yrel with the trial tbh. It's not as interesting. At least the Sha is more thematically fitting here.

    War of Sea and Sky

    • Challenge seems like a fine mechanic. I don't know how revealing a card and attacking it (if alive) is, but it seems fine to my eyes.
    • Both cards are great to showcase. Both Naga and Challenge mechanics are here.

    Metal & Mayhem

    • Showcase a Power Up! card. Tree Ant Harvester 500 seems good.
    • I feel Encore is a bit convoluted and can lead to some confusing scenarios. It's really interesting, though.
    Posted in: Fan Creations
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    posted a message on TIMESTREAM TRACKING (Year Creation Competition #1) - Phase I [Discussion Topic]

    I'll make a review soon enough, but, since your year of choice was Kodo, I took the liberty of making this.

    You didn't ask for it, but I find kodos fun, so there you go. Use it if you want. If you want me to do any changes on it just give me a hoot.

    Edit: So I ended up making another one, so pick whichever you like. Or none. Up to you.

    Posted in: Fan Creations
  • 1

    posted a message on TIMESTREAM TRACKING (Year Creation Competition #1) - Phase I [Discussion Topic]
    Quote from thepowrofcheese >>

    Finally get to post my cards... and there's already a lot of overlap with other's ideas. That's bound to happen. I'm hoping to make some banners before submission is due. Big thanks to @Vilegloom for the Piranha icon!



    Welcome to the Year of the Piranha! 

    It's the Year of the Piranha! These little fish are small, viscous, and just a little weird. With their coming brings 3 new expansions with fun and unique themes! First, 3 more Classic cards are going to the Hall of Fame. They are:

    Naturalize - Cheap removal that is never used as such. Instead, it's used to force card draw or combo with big Deathrattle minions. It's just too good at what it does. 

    Divine Favor - While an interesting card, it's very polarizing, and way too strong in an aggressive deck. Paladin already has decent card draw.

    Nozdormu - He skips turns and breaks the game. Every new cool effect needs to pass the Nozdormu test and usually fails, requiring a patch later. 

     Now on to the fun! The three expansions of the Year of the Piranha are Brigands of Booty Bay, Lost in Time, and Enter the Techno-Dome!

    Brigands of Booty Bay

    The first expansion takes you to the high seas with Pirates! LOTS of Pirates! Sailors, swashbucklers,  scalleywags, and of course Captains! 

    But what is a Pirate without a Ship? The Pirate Ship is a new card type, and with it, EVERYONE can be a Pirate! The Ship acts as a dormant minion that starts in your opening hand, like a Quest. Throughout the game you can use it to blast enemies, buff allies, and gain permanent effects! Play smugglers to boost your weapons, blockade your opponent to gain Taunt minions, or even gain a Sea Lord's blessing to summon his servants!

    Set Themes

    • Ships - Dormant minion that can be buffed throughout the game
    • Pirates - lots of pirates, exploring multi-tribe synergies
    • Fast combat with Rush and immediate effects
    • Importance of positioning, especially with the Ship 

    Lost in Time

    After the fun in the sea, it's time for things to get more serious. The Infinite Dragonflight's wrecking of time has set loose some of the worst villains in Azeroth's history. In addition the timesteams are unstable, with beings Fading in and out of existence!

    Fade is the set's keyword, as shown on one of Ner'Zhul's subservient Necrolytes. This spell caster is a huge threat, but Fade keeps it in check. At the start of its owner's turn, Fade will decrease by 1. When it hits 0, the minion leaves the battlefield. This means the Shaman player has at most 2 turns with the Necrolyte, and only 1 of which it can attack. So your opponent has to decide if they should remove it or let it Fade away.

    Fade can allow you to play bigger than normal minions and creates interesting counterplay. But beware, as there are those like Queen Azshara whom would take advantage of these powers for their own ends.

    Set Themes

    • Fade - minion leaves the battlefield at the start of its owner's turn after X turns
    • Fade leads to powerful but temporary minions and force both sides to evaluate how to respond to them
    • Each class represented by a historic villain such as Ner'Zhul, Queen Azshara, Prince Arthas, Blackhand, and more!
    • More overt control themes

    Enter the Techno-Dome!

    With the timelines re-raveled and history saved its time to relax and watch a sporting event. But not just any sporting event! It's time to Enter the Techno-Dome! The most exciting mech-based competition on Azeroth!

    It's BattleBots. With more explosives!

    Build your Mech and send it to go fight. But maybe you want to spend some more time to Tinker with it a little more. Well with some cards you can! Tinker is the set's keyword that gives you the choice to spend more Mana for some additional effect. So your Lil' Battle Bot can be a wee 1/2 for 1 Mana, or a big 8/9 for 8 Mana!

    But how else do you customize your bots? There's no Spare Parts to throw around. Instead, you'll take your extra bits and throw them in a pile (your deck) for later. Many cards in the Techno-Dome buff the Mechs in your deck. So as the game progresses you'll draw ever more crazy Mechs to battle with!

    Set Themes 

    • Tinker adds more flexibility to cards
    • Mechs with new deck-based synergies
    • Mech decks ramp up in power over time

    Thanks for your time! Let me know what you think!

     

     If I hear Booty Bay one more time, I'm gonna scream

     

    Brigards of Booty Bay

    • Really like Ships, though I wouldn't make them a new type of card. I feel it could just be a new type of permanent minion. 
    • If you did make them a ne wtype of cards, why not call them Structures instead of Ships?

    Lost in Time

    • Fade's a bit weird for a mechanic. You make overpowered minions that eventually fade overtime. Not sure about balancing, though that depends on the cards.
    • Though I like Azshara, I'd showcase some other mechanic or archetype rather than interactions with your keywords. It shows more of the expansion to get excited to see.

    Enter the Technodome!

    • Love the theme. Though I'd use a different name, one with more energy. Something like "The Demolo-o-thon" and stuff. That's up to you, tho.
    • The Tinker mechanic's good, I've seen a lot of stuff like it. Though I feel the word Tinker kinda limit the flavour of some cards. Maybe if you changed it to something like "Boost", something than can be used for other kinds of minion. I say that cause it's a keyword with a lot of potential.
    • I'd also use a different Tinker example. Lil' Battlebot is flavourful and all, but something that shows a more interesting use of it would be better imo.
    Posted in: Fan Creations
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    posted a message on TIMESTREAM TRACKING (Year Creation Competition #1) - Phase I [Discussion Topic]
    Quote from Viridian >>

    The Year of the Gryphon

    The three expansions in the Year of the Gryphon are:

    • Greetings from the Great Seas (GftGS) (logo in progress)
    • Blood of the Zandalari (BotZ) (logo in progress)
    Trouble at the Sunwell (TatS) (logo in progress)

    Hall of Fame Cards?

    Divine Favor
    Why?

    Aggressive Paladin decks often make us of Divine Favor to refill their hand, regardless of whether the cards they have played gave them board control or were removed from play. As such, Divine Favor is too much of a constant in the Paladin class and will be moved to the Hall of Fame as other card draw methods should be considered for the class.

    Doomguard
    Why?

    With ever-expanding ways to cheat out demons that would otherwise have large detrimental effects, Warlock as a class has become overall stronger than it has ever been. With finishers like Doomguard combined with cards like Carnivorous Cube and Warlock’s various friendly minion destruction cards, a Charge minion like Doomguard often threatens lethal damage with little counterplay. As such, Doomguard is rotating out of standard to make way for a more interactive Warlock playstyle.

    Inner Fire
    Why?

    Priest has been in a great spot for a long time, and its abundance of board clears and healing makes it easy to pilot a control deck with it. But cards like Inner Fire allow the class to defeat their opponent within one turn. Cards from the Year of the Raven support an Inner Fire archetype, but in some ways this Priest archetype can feel oppressive because of its predictable gameplan. For this reason, Inner Fire is being rotated out of the Classic set so that this archetype can be supported on a year-by-year basis.

    So what's the first expansion? Well it's...

     

    From the beaches around Kul'Tiras and the sunken depths of Sailgrave, to the sandy shores of Booty Bay and the whirling Maelstrom, Azerothians are going on summer break! (perhaps this should be the second expansion...)

    This expansion will focus heavily on adding lots of new Pirates and new Pirate synergies, with conditions like "If you have a weapon equipped" being heavily emphasized on Pirate cards. Additionally, treasure and 'the deep' will play their part. The new keyword of this expansion is Treasure.


    Treasure cards sort themselves by lowest Cost on top to highest Cost at the bottom of your deck if there is more than one of them, but they are always at the bottom of the deck. What are the advantages of Treasures? Well...

    1. Thins your deck by ensuring your ‘useless’ spots in aggro decks are taken up by cards you may or may not use
    2. Also thins your deck in control/combo decks so you can pursue your win condition more quickly
    3. Makes you less angry about topdecks
    4. Ensures fatigue decks get to their win condition/can plan out what they'll draw at the end of the match 
    5. Soft-counters Gnomeferatu/Other deck attacks
    6. Will never appear in your opening hand or mulligan.

    Treasures can also be used early on in the game if certain conditions are met—you'll be able to excavate that buried treasure by using cards like Blacksail Plunderer. Using Shimmering Riches you can try and accelerate your mana pool, but you'll have to be careful about wasting a turn to try and do it—remember you don't just draw these cards without some effort.

    Example Cards:


    Further into the expansion, expect legendary Treasures for each class and more Pirates (for each class!)
    That brings us to the second expansion of the Year of the Gryphon...

    The isle of Zandalar is the ancestral home of the trolls, but Cataclysm has shattered their home in pieces, with the ancient Eldritch experiments of the Titans escaping from their magical prisons into the surface world. The thirst for blood of the Hakkari meets the murderous appetites of the Old God, G'Huun, with the noble troll race caught in the middle. What sacrifices must be made to help—or to hinder—the plague of blood?

    Blood of the Zandalari is all about infection and sacrifice. Use your Plague cards to your advantage or to the detriment of your opponent, and time your Sacrifices to gain the most benefit. The decaying marshes underneath Zandalar also means new Deathrattle cards. @Vilegloom I seriously made this keyword before I came to the discussion thread so I'm sorry that it's the same thing as yours... That being said, here are your new keywords:

    Sacrifice can be activated by double-tapping/clicking on a minion/weapon and then confirming your selection with a button. Let's do a run-down...

    1. Sacrifice cards have base power levels that make it so that keeping them alive is more useful in certain situations than in others.
    2. You can't attack with the minion on the same turn you Sacrifice it, and Sacrifice effects only work when the minion can attack—that includes Charge and Rush minions, however.
    3. Plague cards are tough to utilize without the right deck—you need to be willing to lose some other cards in your hand to maintain the infection
    4. Plague spread is random—not chosen.
    5. Plague activates after you draw a card at the start of your turn, which means if your hand is full of plague it will transform the card you draw into it too! Don't hold onto your plague too long or it'll spread faster than you can get rid of it.
    6. Drawing a Plague at the end of your turn is either a good or a bad thing... It depends.
    7. Some plagues will be cast onto your opponent, just like Curse of Rafaam—another form of hand sabotage!

    Blood Beetle can be used as a respectable life-gain card and a solid enough body. Its Sacrifice effect gives it some flexibility to act as a board clear, similar to Spirit Lash. Hakkari Blood Goblet can be used as a finisher— with 5 of these, you can potentially clear taunt minions and push 10 damage to your opponent's face. You'd better be careful about holding 4 or 5 plague cards, as the turn after they'll infect your whole hand.

    Example Cards:



    Expect more Plagues and more Sacrifices... delicious!
    What's the final expansion in the year of the Gryphon? Here it is...



    Looks like some zealous Blood Elf mage has awakened a gigantic Eredar demon! Classic Kael'thas.¯\_(ツ)_/¯ What would we do without him! Ah well, guess we have to turn to some blood magic if we're going to bring this guy through the Sunwell!

    This expansion is about a new type of ManaRed Mana. It might also be about Divine Shields... who knows.

    1. Your Mana tray is still limited to 10. That means...
    2. You can have a maximum of 10 Red Mana, but if you have 10 Red Mana you can't have ANY regular Mana.
    3. Combinations are— 10 blue, 0 red, 9B 1R, 8B 2R, 7B 3R, 6B 4R, 5B 5R, 4B 6R, 3B 7R, 2B 8R, 1B 9R, and 0B 10R.
    4. Some cards can use both regular or red mana to be played. These are indicated by a half-blue/half-red mana cost.
    5. Since Red Mana cards will be an extremely limited pool compared to regular mana cards, they will be stronger. Perhaps by a lot.

    Kael'thas Sunstrider, the grand villain of the expansion is also the quintessential legendary to get you into Red Mana. As a start of game effect, you can fill your deck with Red Mana cards rather than looking for meagre single crystals of it, or temporarily having it like with Thirst for Power. As a legendary minion, legendary generation effects mean he could pop into your hand in a normal mana deck—thus, he costs normal OR red mana (and is a highroll!). 

    Example Cards:


    Expect some gnarly blood magic. Not as gnarly as the trolls, but still pretty gnarly.


    So that's my year! I'd appreciate feedback and I will gladly return it :)  

     

     Greetings from the Great Sea

    • Great theme, though I've seen it before in this competition. Still, pretty good.
    • LOVE the Treasure mechanic. Though, it gave me the impression of really powerful Legendary Treasure cards that you would have to fatigue out to get your hands on. Still, I like the idea. Don't know about balance, though.
    • If you have several Treasure cards in your deck, in what order would they be placed?
    • Depending on how powerful treasure cards are, some drawing mechanics could be limited. Meat Wagon, for example, would be able to get Shimmering Riches out real easy. That would make that card a lot tougher. They don't seem that difficult to draw, which kinda takes away form the treasure aspect imo.

    Blood of the Zandalari

    • Hey, Sacrifice was my thing :( Jokes aside, this keyword seems nice. Pretty balanced, imo.
    • Plague is a pretty original keyword idea, at least to me it seems that way. I expect token generation.

    Trouble at the Sunwell

    • Red Mana seems like a weird mechanic. Either you get screwed with a lot of red mana but limited cards, or you ger screwed by really, really powerful red-cost cards from your opponent. Maybe. I don't know, it's hard to think how this would work. I'll assume you would have to have a healthy combination of both.I don't know. I'm not fully convinced though.
    • The idea is nice, though the Kabal want their red mana back.

    As for the themes, they're fine. Nothing that special aside from Greetings from the great sea, they've been done before. However you manage to balance it out with real cool mechanics. Pretty good!

    Posted in: Fan Creations
  • 0

    posted a message on TIMESTREAM TRACKING (Year Creation Competition #1) - Phase I [Discussion Topic]
    Quote from EquinoxHS >>
    Quote from Vilegloom >>
    Quote from EquinoxHS >>

    So, I'm working on the Year of the Elekk, which I'm actually excited for.  Any recommendations for my current cards, and any suggestions for future ones?  Also, are we allowed to nerf cards from other sets that actually exist, if necessary?

     Not on the cards, but I'd be careful with choosing the Elekk, as it is an elephant and we've already had the Year of the Mammoth. Both are pachyderms and they kinda seem too similar to me to be different years. 

    Just to keep in mind.

     

     Fair enough.  I chose it because I felt it stood out, but idk what would be more fitting.  Elekks fit Draenor for obvious reasons, they fit the Darkmoon Faire because they are carnival-esque, and they even still somewhat fit the Faction War since they're Draenic, and the Draenei are parts of the Alliance.  Perhaps "Year of the Ogre?"

     Though year of the Ogre is not a bad idea, I'd go for, maybe, "Year of the Wolf". It still fits the expansion themes you chose:

    • There are wolves in Draenor. In fact, Ogres are known to mount Wolves since back in the Wars. Take Wolfrider, for example.
    • They fit well enough in Darkmoon, with there maybe being trained wolves for acts and... well, you know, Darkmoon. Wolves like them some moon.
    • Again, Wolf mounts were a thing back in the war, so it's definetely good in Alliance vs Horde.

    If you need an icon for your year, just give me a hoot.

    Posted in: Fan Creations
  • 0

    posted a message on TIMESTREAM TRACKING (Year Creation Competition #1) - Phase I [Discussion Topic]
    Quote from EquinoxHS >>

    So, I'm working on the Year of the Elekk, which I'm actually excited for.  Any recommendations for my current cards, and any suggestions for future ones?  Also, are we allowed to nerf cards from other sets that actually exist, if necessary?

     Not on the cards, but I'd be careful with choosing the Elekk, as it is an elephant and we've already had the Year of the Mammoth. Both are pachyderms and they kinda seem too similar to me to be different years. 

    Just to keep in mind.

    Posted in: Fan Creations
  • 1

    posted a message on TIMESTREAM TRACKING (Year Creation Competition #1) - Phase I [Discussion Topic]
    Quote from LarryMoments >>

    Yes I've made 3 new banners now, I just want to make them look good :3

    So, I've made a quick update to my "Year of the Wendigo", revamped it quite a lot of it, and made the finishing touches, I wanna know what you think of what it is now:

    Expansion 1: Hunters of Azeroth (HoA)

    I'd make the banners bigger, but I don't want to fill too much space with that ;)

    On the brutal Island of Blodanna there are two of the most prized things that you will want, your head, and their prize. Where Hunters and Beasts fight for survival and their dear prizes to be as rich as Screek McThil, but as everyone steals their faith in others, so you do with loot.

    As brutality and blood spills everywhere, pilferers and carnivores stalk in the lands to capture their respective prize, as with the keyword itself, Consume is already in a few cards, like The Boogeymonster and Wind-up Burglebot, however, going a bit deeper isn't that bad, right?

     Planned Showcase Cards:

                                                                  

    Expansion 2: The Phantom House (PH)

    Jokes aside I could've used this banner lol

     Banshees, Ghosts and lots of Pumps, these were the perfect ingredients to make the perfect Haunted House, but the owner of it forgot about the "Nocheaur Curse", which made the his house, now called The Phantom House, creepier than ever, but where does this house hold the mysteries? Will your heart hold enough pump before it pumps itself into this manor oblivion?

    Now've changed Possess, it works now for one turn unless specified, it might be annoying, that's true, but might backfire the one that uses too, normally dead bodies can be possessed by ghosts, because a good scare can leave it vulnerable to even the little of the scratches.

    Planned Showcase Cards:

                                                                    

    Expansion 3: Murlocs off the Coast (MOTC)

    After all that suffering, we REALLY want to go somewhere relaxing, right? It's not, but neither as bad as the others, you'll get to know the flora and fauna around here, and probably take a sunbath or two. Take a dive onto the sea, cause we're chilling in the deepest waters on the sea!

    This Expansion features no new keyword, however it will have a lot of beauty and polarizing effects, because the sea is so unpredictable, it may throw a tantrum or be your best "friend", heh, who knows, they just dry in the sand.

    Planned Showcase Cards:

                                              

    So, what if this doesn't works? Well, I've got a few backup cards, extra things will be down below:

    btw, think that P.E Journalism (Paranormal Effects) costed 4, I kinda messed up with the cost probably.

    Also, Hall of Fame Cards:

    • Holy Wrath: Simple awnser, with [card]Molten Giant[/card] now in the Hall of Fame, it's pal is at most being usefull at dealing 12 damage to face, which is big enough, even though the draw is random, it still locks away from making high-cost cards or even shuffling cards inside your deck. It can't be changed without changing it's entire effect, so that's why its moving to Hall of Fame. Replaced by: Tuskarr Jouster.
    • Summoning Portal: Summoning Portal limits the design of copy or cost reducing cards, especially with Glinda Crowskin still beign in standard, it makes a lot of trouble wether to make another card that reduces costs or copies cards for further enchancement, even though it's too slow, it still limits the design of making diverse effects for minions. Replaced by: Imp Gang Boss.
    • Questing Adventurer: This minion is REALLY scary, even more with Witchwood still beign on Standard with Echo cards. As it limits design in both combos, cheap spells/minions AND Echo cards, this card is going to be moved to the Hall of Fame. Replaced by: Second-Rate Bruiser.
    • Another option would be Keeper of the Grove and change it back to a 2/4, but not sure not sure.

     Phew! This took like 1 hour and 30 minutes to write, hope I don't have to edit something later :v

    EDIT: Yes I had, oh for crying out loud.

    Also could someone make a Wendigo Year Icon? I'd really appreciate it (and name it!)

     

     

    All expansion themes are really cool. Love the Haunted House theme, I like how it takes the usual undead hearthstone theme but, this time around, pushes more on the ghost and poltergeist side. 

    I don't see much wrong with your cards. I just think you're pushing the keywords too much. IMO one of the cards should showcase a cool use of the keyword, while the other one should showcase another cool mechanic or possible archetype you have planned. It's up to you really, but that's how I see it. I'd also hint about said planned mechanics (if you have any) to get people excited for them in following phases.

    Speaking of which, the cards of Murlocs off the Coast, I'm not too crazy about. They don't really get me excited for the expansion and, though they're cool in their own right, they don't tell me much of what I can expect from it in the future. I mean, where are the Murlocs off the coast? I think that's because of a lack in keyword in it, but I also lack a keyword in my third expansion and still came up with some cool mechanics to get people pumped. Dogshark Cub and the cost-raising cards are good choices , for example.

    I don't want to sound mean or anything; expansion's fine I just think it could have more. Just something to keep in mind.

    Also, I don't get the art for Good Fright-a-do.

    Posted in: Fan Creations
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    posted a message on TIMESTREAM TRACKING (Year Creation Competition #1) - Phase I [Discussion Topic]
    Quote from Cogito_Ergo_Sum >>

    Hiya! Me, Oto, and Toxy are just about to reveal our idea of our year after working on it for so long, but before we do, we'd like to ask if anyone wants feedback on their year!

    (Also we'd love to know how you guys manage to make the icons for your years and logos for your expac names. Lookin at you Vilegloom :3)

     P l e a s e

    I can help make the icon as soon as I get to know what the year's about. As for logos, I can help with that too. it's a bit more difficult, but I can check it out.

    Posted in: Fan Creations
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    posted a message on TIMESTREAM TRACKING (Year Creation Competition #1) - Phase I [Discussion Topic]
    Quote from Vilegloom >>

    Okay, so here's an update to my Year of the Ram. Balance is not final, feedback is apprecriated!

    Original post: 

    The Year of the Ram

     

    But why the year of the Ram? Well, because it's a year chockfull of conflict! What kind of conflict, thought? Well, let's see.

    Expansion 1

    The breaking of time has made everyone go wild! Alliances are made and broken, betrayals letf and right, unlikely friends and expected foes! And all this at a blinding pace! It's a free-for-all; and you're in the middle of it! 

    Spoiler (click to hide)

    This expansion's main theme is tribe wars! What's a tribe, though? Well, a minion can assigned a tribe, often having interactions with it. Some of these would be Beasts, Dragons, Elementals, and such. And in this weird time strange alliances are forged, unlikely tribe combinations rise. Which is the main mechanic of this expansion! Imagine, if you will, decks consisting of Beasts and Murlocs! or Dragons and Mechs! or a deck with all known tribes! Possibilities are endless- well not really. So what's new?

    • Dual-tribe cards! Think of all those weird card combinations... Murloc-Demons, Mech-Beasts, Dragon-Elemental, and more!
    • New keyword: Muster. A card with Muster will gain a bonus effect when played if you control a minion with an x tribe tag!
    • New Keyword: Draft. When a minion is Drafted, you will be able to choose (from 4 random choices out of all tribes) a new tribe tag for it!
    • New build-around cards that will lead to some new wacky tribe-combination decks!

    Expansion 2

    Whew, that tribe-brawiling sure is tiring! Why not take a visit to the (in)famous Scholomance? I heard they make great funnel ca- Oh, you're dead. Wait, no. No, Undead. Nope, dead again. Don't worry though, there's plenty of necromantic magic and alchemy to bring you back again! And again. And again. Forever.

    Spoiler (click to hide)

    In WoW, the Scholomance is a vile academy for prospective necromancers of the Scourge. But now that the scourge is kinda gone, it now lies under the hand of Principal Darkmaster Gandling. It features a huge array of Necromancers in training, one of which could be you! Yes, you! How's that sound? How would you like to take a tour round' the academy? There's much to see

    • New Keyword: Sacrifice. Cards with this keyword allow you to destroy a friendly minion of your choice, if you wish, to give you further power in exchange.
    • New mechanic: BlightBlighted minions are marked with Blight, and whatever minion is played next to them will also be marked! Several cards interact with Blight and Blighted minions.
    • Some mechanic related to Necromancy. Maybe something like a hero card or special necromancer cards. Still in development.

     Expansion 3: In development

    Like I said, this is just to get started with it. Though, the main idea I'm trying to go for is magic. Meaning it will relate to spells and Spell Damage.

    Hall of Fame contenders

    Still trying to figure these out. I've got some things going, though. Malygos is definetely one of them as it doesn't allow for cool Spell Damage interactions. Same goes for Bloodmage Thalnos. Another one is Cult Master, as it has a way too powerful interaction with Sacrifice.

     

                                                                     

    • DRAFT - Seems like the flavour's a bit weird. I'll be specifying that minions that are Drafted are not turned into a certain tribe, but rather recruited into it.
    • DRAFT will also now only allow you to choose between the Beast, Mech, Murloc, and Pirate tribe tag. Dragons and Elementals will still have new interactions with these tribes, but won't be able to be chosen for Draft. Same goes for Totems and Demons, since they're class-specific.
    • Will be considering changing Tide Revenant into an Elemental/Mech dual-tribe card to showcase said mechanic (dual tribes), even if revenants are not Mechs.
    • No change to the cards. They're perfect to showcase, imo.

     

     

                                                             

    • Still no idea for a cool Necromancer mechanic. I'm on it.
    • Card changes: Infected Apprentice has been replaced with Skeletal Guard for a more interesting showcase of Blight.

    NEW! 

                                                                      

    "WIZZ-CON IS HERE! What is Wizz-con, you ask? Why, it's the biggest sorcery convention in Azeroth, of course. No surprise you've never heard of it, though. After all, it is held once every thousand years in the beautiful city of Dalaran! Magic-enthusiast around the map gather here to showcase their abilities in one of the biggest magic showdown in the world! Not only that, but also the most powerful contenders are rewarded with an artefact of powers beyond comprehension! All kinds of magics are allowed, so warm up your wand and put on your oversized hat; Wizz-con awaits!"

    That's right, WIZZ-CON! Even if you're taking a bit of a break from all the tribe wars and necromantic hijinks, the conflicts don't stop! Of course, the main theme of the expansion are spells and magic! All kinds of magic, you name it! Arcane, Wild, Void, Light, Bears, and more! So let's see what's in store, shall we?

    • Recurring theme of spells! Many cards interact with spells in some way or another! 
    • Spell Damage synergy!
    • An immensly powerful neutral weapon that serves as a build-around for many spell-heavy decks!
    • Maybe- cards that allow for Spell only decks, similar to Rhok'delar.

     Bumping just in case :P

    Posted in: Fan Creations
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    posted a message on TIMESTREAM TRACKING (Year Creation Competition #1) - Phase I [Discussion Topic]
    Quote from NOVEX0R >>

                                                                            

    Year of the Scarab is named especially after the 1st expansion of the year - Desert of Andanus, which represents the most famous bug in Egypt. The 2nd one - Prisoners of Neverending Nightmare - has a lot of flying creatures and monsters, and Scarab also can fly and be at once in a Dream, and in a Nightmare. The last - Attack on Undercity, as a place Undercity has a lot of bugs just creeping around, but also has a hard armor, just like this animal. But first: Hall of Fame!

    Inner Fire - limiting design space and feels really unpleasant to play against. The card that will replace it is: Holy Champion. Solid card that can push mid-range priest to work.

    Alexstrasza - I know this isn't that great card, but it still feels pretty unfair and enables the same kind of combos. Replacing it: our god and savior Yogg-Saron, Hope's End.

    Divine Favor - Pretty popular choice. Unfair draw for unfair decks :P Replacement: A card in my set (Deserts of Andanus). You'll see it in 2nd phase since I'm still working on Paladin so it may change.


                                                                 

                                                                   

    The Desert of Andanus opens a new year in Hearthstone, together with rotation of last year sets: Journey to Un'Goro with big adventures, and even bigger dinosaurs! Knights of the Frozen Throne with it's chilling atmosphere! And last but not least - Kobolds and Catacombs filled with deadly traps and wonderful treasures. Now, from the deepest depths of Azeroth a mysterious desert appears on the surface! Legends say about Queen Cleocadra, the one who cursed this land and vanished into the waters... Is she and her ancient empire a threat to the rest of the world? Go explore and find out!

    • Few words about the cards:
      • Treasure Scarab - The desert has Scarabs, as a desert should. But this one... this one has giant ones! Perfect card for Mid-range decks, and even better in arena. This is also a little theme of Druid this expansion - Scarabs and making minions golden. What I mean by that is: 1. This card draws a minion; 2. That card becomes golden version. This is made mainly for "fun" aspect of the game for a new players.
      • Son of the Fallen - First but not main legendary of the set. I like calling him "Token Destroyer" for it's board control mechanic. Effect works: 1. This card deals 1 damage to all other minions; 2. Increases its damage in effect by 1; 3. The next time its effect triggers, it deals 2 damage rather than 1.
    • Main themes of the expansion:
      • Ancient mechanic (not too much, just a little flavor and balance) 
      • Curses
      • Druid: Big Minions with easier way to play/summon them.
      • Hunter: Spiders :O
      • Mage: Runebeak tribe.
      • Paladin: Divine Shield.
      • Priest: Big heals and minions, control-wise.
      • Rogue: Coins, board control and new win condition.
      • Shaman: Spell heavy decks, but still allowing minions.
      • Warlock: Mirages (more in 2nd phase if I get through).
      • Warrior: Big Warrior with new win condition.

                                                                 

                                                                 

    After defeating the ancient queen of forgotten kingdom, the lifes of civilians of Azeroth were smooth as always... Well maybe not smooth but as always. But N'Zoth has a plan, he wants to take all the mortal beings into the sleeping city of Ny'alotha! Will you help our heroes tranform their nightmares into their strenght? Or do you prefer changing the nightmares into sweet dreams?

    • Few words about the cards:
      • Invading Thoughts - The Warlocks need to control their inner Demons... well those outside too. Some might say that this is just a rework of Dark Possession, but I disagree. This is tempo card that, when in Nightmare realm, costs -1. And has a synergy with new Warlock legendary in this set.
      • Sleep Faerie - 2 damage each turn for the rest of the game? Count me in. Dream realm is mainly for control decks, and for that reason you could play some buffs and make it your win-condition (looking at you priest *wink* *wink*).
    • Main themes of the expansion:
      • Druid: Nightmare + Dream realm at once.
      • Hunter: Token beast Nightmare realm.
      • Mage: Dragons + Freeze.
      • Paladin: Dream realm control.
      • Priest: Dragons and Buffs on them (Sleep Faerie is pretty good with this archetype).
      • Rogue: Destroying realms and board removal.
      • Shaman: Unspent Mana Crystals.
      • Warlock: Demons.
      • Warrior: Disabling enemy board.
      • Neutral: Switching realms tools + cards that interact with certain realms.

                                                                      

                                                                 

    And at last some BfA inspired stuff. Story this time isn't that complicated - Alliance vs Horde. Alliance is storming Undercity. So I'll write about my ideas instead. At first I tried to do Alliance and Horde cards, but if I remember correctly someone already done exp like that year ago for Custom Expansion Competition, so tried making Undead race. But then Alliance would have nothing from their side. At last I just thought "Hmm... what if I didn't introduce any new mechanic and just made normal, decent expansion?". For now it has really decent vibes. And of course it will feature Sylvanas and Anduin as two main legendary cards of the set with game-changing Start of Game effects - both neutral.

    • Few words about the cards:
      • Stolen Plans - New Rogue archetype, with a card that fits Miracle Rogue, but I couldn't make it not fit. Revealing your opponents hand is really good, but for balancing you can't control when it'll be cast. Work in progress, I still might change this card.
      • General Silverhandsome - A fpunny character with really strong mechanic. Paladin will be oriented around weapons so this legendary just fits and makes the deck playable. Work in progress, I still might change this card.
    • Main themes of the expansion:
      • Druid: 0-Attack minions.
      • Hunter: Effects lasting whole game, or at least few turns.
      • Mage: Spell Damage.
      • Paladin: Weapons.
      • Priest: Spell anti-synergy (with Spiteful Summoner rotated out, it is balanced).
      • Rogue: Gaining information.
      • Shaman: Debuffs.
      • Warlock: Sacrifice cards.
      • Warrior: Being a motherf***ing fortress (armor cards).

    Thanks to everyone who helped me or/and voted for me :>

     

     Deserts of Andanus

    • Nice theme. I love egiptian-related stuff, so this is really cool to me.
    • Both cards seem good. Though Son of Fallen seems a bit powerful, maybe lower the Health a bit?\
    • If you're introducing a new mechanic (Ancient), showcase a card with that same mechanic. Treasure Scarab doesn't really excite me for the expansion as much as a card with Ancient would.

    Prisoners of the Neverending Nightmare

    • How does the Nighmare/Dream mechanic work? How do they switch?
    • Can't judge the cards cause I don't know how they work, exactly. Permanent Stealth sounds broken, though.

    Attack on Undercity

    • The theme is actually really cool; Undercity is cool and the Undead and stuff are so cool. All cool. 
    • This is a bit biased, but: Stolen plans gave me a feel of Spionage, which I'd definetely go for. Spies and Undead would be a fantastic idea for an expansion. I know Attack on Undercity is WoW and stuff... but UNDEAD SPIES! Please consider it, it's so, so cool.
    • Both cards seem cool, but they don't really give me a better idea of the flavour of the expansion, nor get me excited for it. There should be some cool idea in those cards that does that, but neither gets me excited.
    Posted in: Fan Creations
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    posted a message on TIMESTREAM TRACKING (Year Creation Competition #1) - Phase I [Discussion Topic]
    Quote from thepowrofcheese >>
    Quote from Vilegloom >>
    Quote from thepowrofcheese >>

    Any chance I could get a Piranha, if it's not too hard?

     

    Wanted to crop the head of the mean-looking one to make it bigger but it didn't come out well. If they don't meet expectations I can try making another one later.

    Edit: I tried making the icon this time, so I made a third one. Though it's not as good as the other two, maybe you like it more, idk.

    Awesome! Thank you! The first is my favorite. But if it's not too much trouble, could you try to make one with bigger teeth? 

     

     Sorry, no can do :( The image is way too small and I can't do the teeth very well either. All I can do is open it's jaw a bit more. 

    Edit: "After Vilegloom read the good gentleman's comment throughtly for the second time, he realized that he ment the third version of the icon, not the first. Vilegloom, however, was ashamed of not matching expectation himself and, so, retrieved to his burrow in the shire.

    Posted in: Fan Creations
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    posted a message on TIMESTREAM TRACKING (Year Creation Competition #1) - Phase I [Discussion Topic]
    Quote from Shatterstar1998 >>

    Reposting for the final round of feedback before submission:

    Change:

    • Prince Charming is now the showcase card instead of The Perfect Crime.

    AND NOW...

    A collaboration between Shatterstar1998 and Demonxz95, we present to you...

    Year of the Dragon

    (insert Spyro reference here)

     

    Nightmare on the Nether

    Nightmare on the Nether takes us to the Emerald Nightmare and the Twisting Nether - an ethereal dimension of chaotic magics that connects the myriad worlds of the universe, where corruption overcomes the best of everyone and darkness lurks around every corner. No one is truly safe, even the dragonflights. Dangerous creatures like Demons, Ethereals, Voidwalkers and Nether Dragons await.

    As one can see from Feldrake, we have a new keyword, Elusive:

     

    Elusive is the unofficial, but widespread fan term to refer to the effect "can't be targeted by spells or Hero Powers", found on cards like Faerie Dragon. As of the start of this year, it will finally become a full-fledged keyword. Elusive isn't like Inspire or Discover, which played main roles in their respective introductory sets. Instead, it's more like Lifesteal or Rush, where it plays a supporting role rather than a main one.

     

    Once Upon a Time in Azeroth

    Harkening back to the days of fairy-tales and legends, Once Upon a Time in Azeroth brings these stories to life in the world of Hearthstone. Dragons, fair and mighty princesses, ancient powerful deities and talking animals await with their untold stories that will widely affect the game. Each class will receive a powerful Start of Game effect as showcased by their support card Prince Charming.

    Arthur, Wise King demonstrates the new Legacy keyword:

    Legacy cards have an effect where they activate when you play a certain amount of cards in a turn. Think Sherazin, Corpse Flower or Dragon Soul. There are all different types of Legacies to fulfill too, regular Legacy as demonstrated as Arthur, but also Spell Legacy (whenever you cast X amount of spells this turn) is another example like the showcase card The Perfect Crime. These effects can also happen multiple times per turn, so don't be afraid to go a little overboard.

     

    Caverns of Time

    The Caverns of Time are a zone where time magic is most prominent, where the Bronze Dragonflight and other time wielders are located. It's this set where all 9 classes get cards to harness the power of time and cards with new, interesting mechanics.

    This expansion also introduces a brand new type of card:

    Enchanted Forest Shrine presents a new idea, collectible dormant cards that you actually put into your deck that you play onto the battlefield and last for a certain amount of turns. In this case, Enchanted Forest Shrine combines the effects of your Choose One cards into one card for 3 turns. With Fandral Staghelm now out of Standard, we need another card with this effect. After 3 turns (yours, and your opponents, counting the turn you play it as the first turn), it removes itself. These retain the behavior of other dormant cards like The Darkness or Nether Portal, where they aren't considered minions and cannot be destroyed. They also cannot be generated by cards like Unstable Portal or Evolve because they are not minions.

     

     

    Hall of Fame

    Our choices might surprise you, but we have our reasons.

    • Mindgames is a very high-rolly, very weak card that all in all just poorly designed, create a lot of frustration for either you or the opponent no matter the result and has no business being in the Classic set. Lightbomb will rotate back into Standard to replace it, with the bonus is that the card removes the need for Priest to have a board clear printed in every set and made the class impossible to play around in the Wild format.
    • Alarm-o-Bot is pretty much the same exact deal. Very weak and high-rolly, and creates an awkward minion to pull from a random effect. Either it ends up being completely useless and you could've gotten anything else instead, or it high-rolls a game for you by cheating out your biggest threat. As a card to put into your deck, it just creates meme decks that fail at even being meme decks. Bone Drake will rotate into the Classic set to replace it as Dragons are a theme of our year and will improve the Dragon synergy of the sets. Speaking of Dragons though...
    • Nozdormu is the final card to rotate to the Hall of Fame. It's another weak card, but it makes for some interesting moments when summoned by a random effect. Unfortunately, it's existence also produces a number of bugs that force players to skip their turns and catches unattentive players off-guard. Not to worry though, because Murozond will be making an appearance in the Caverns of Time set. Nozdormu will be replaced by Chillmaw because of her Dragon synergy as well as being a high skill cap card for both the player and the opponent.

    Of course, a friendly reminder that cards aren't only rotated out because of power-level reasons, look at Ice Lance or Coldlight Oracle for instance. Similarly, Master of Disguise was nerfed even though it wasn't playable anywhere, but the nerf was necessary to open up design space. Fun fact: Animated Armor was intended to be a Neutral card, but was moved to Mage (literally the worst possible class for the card) because of pre-nerf Master of Disguise.

    Token:

     

    (Created by Future Strike)

     

     A few other cards that we created as back ups:

    Some clarification:

    • Cards with Elusive and Legacy effect in the other sets will have their wording modified to include these keywords. For example:

    Special thanks to Vilegloom for creating the Year of the Dragon icon as well as everyone who gave their wise and much-appreciated opinions.

     

     Overall, it's pretty good. Legacy is a nice keyword with a lot of potential, and the themes are quite nice. I find it kinda hard to review the cards with that keyword, though.

    On the Active keyword, are all cards like this untargetable? Maybe you should specify. Though I see Enchanted Forest Shrine as broken. The last card to have that effect was Fandral Staghelm, a Legendary card. Also making it untargetable is a bit too much imo.

    Also, banner's a bit too big. I'd shorten it or just use the Year icon.

    Posted in: Fan Creations
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